SIGGRAPH 2013 Technology Preview
At SIGGRAPH 2013, Imagination Technologies’ Caustic Professional will showcase new developments in ray-traced graphics through a series of tech talks, customer demonstrations, and sneak previews of Caustic Visualizer for Maya v1.2 and Caustic Visualizer for 3ds Max 1.0 at the Imagination Technologies booth, 351.
Imagination will also lead several talks at SIGGRAPH on the advancement and expansion of ray-traced graphics technology for rendering photo-realistic, cinema-quality 3D to artists in media and entertainment:
Monday, July 22, 2:00 p.m. - 5:15 p.m. – Convention Center, room 304 A-D
“Ray Tracing is the Future and Ever Will Be”
This SIGGRAPH course will feature James McCombe, Imagination director of research and Caustic co-founder, as part of a session presenting the state-of-the-art in ray tracing technology.
Tuesday, July 23, 2:15 p.m. - 3:15 p.m. – Convention Center, booth 117
“Accelerating Look Development with Real-Time, Interactive Ray-Traced Viewports”
During this tech talk, presenters will discuss real-time use of Imagination’s ray tracing hardware and Visualizer viewport plugins to help users make better-informed creative choices in their modelling and lighting pipelines
Wednesday, July 24, 9:00 a.m. – 10:30 a.m. – Convention Center, room 303 A-B
“New Directions and Developments in Mobile GPU Design”
This SIGGRAPH panel will include McCombe in a discussion on taking full advantage of the latest GPU design and implementations to bring advanced graphics to smartphone and tablet users.
Wednesday, July 24, 2:15 p.m. - 3:15 p.m. – Convention Center, booth 117
“The Architecture of High-End Mobile Graphics Hardware”
This tech talk will highlight the key aspects of Imagination’s PowerVR GPUs, including information on the new PowerVR Series6 architecture; the architecture behind high-end mobile devices set to ship in the next 6-12 months. Presenters will also compare PowerVR Series6 against PowerVR Series5/5XT, as well as other conventional GPU solutions, and provide an overview of how the hardware works.
Daily – Ongoing in the Imagination Technologies booth 351
Joining Imagination’s booth will be Mads Drøschler of Freaky Nest and Gavin Greenwalt of StraightFace Studios, who will showcase the commercial VFX and arch-viz projects they’ve created with the Caustic Visualizer and Series2 card. Additionally, from 4:00 p.m. to 5:00 p.m. on Monday and 10:30 a.m. to 11:30 a.m. on Tuesday and Wednesday, Steven Roselle of Autodesk will showcase how he uses the Visualizer and Series2 card in his Maya workflow.
3D modeling, painting, animation and rendering solutions developer MAXON will feature technology demonstrations at SIGGRAPH 2013 highlighting the use of the company’s 3D creative tools, including CINEMA 4D and BodyPaint 3D. Visitors will also see demonstrations of the new technologies from MAXON -- CINEWARE and CINEMA 4D Lite -- aimed at delivering a new level of integration between CINEMA 4D and Adobe After Effects.
The MAXON main stage, located in the exhibition hall at booth #315, promises to be the place for convention attendees to gain insight from some of today’s most acclaimed 3D creative professionals who will reveal tips, techniques and workflow successes using CINEMA 4D on a wide variety of high profile projects.
Guest artists scheduled to present include Nick Campbell, the online phenom behind Greyscalegorilla.com, Los Angeles-based freelance VFX designer/animator Casey Hupke, Munich, Germany-based motion graphics designer Robert Haranitzky, Imaginary Forces artist Ryan Summers, FUSE animation and visual effects supervisor Chris Korn, Toronto-based independent filmmaker Anthony Scott Burns, and Chicago-based Built Light founder Jack Bransfield.
For MAXON enthusiasts unable to attend the show, the company is dedicating a live stream from its SIGGRAPH booth at C4DLive. Visit www.c4dlive.com for live broadcasts and expanded information on guest presenters, presentation schedules, news from the show floor, and more.
At SIGGRAPH this year, motion capture provider OptiTrack is featuring markered skateboarders shredding a half-pipe in its booth (#535). The custom 30’x20’ setup maximizes the available capture volume by leveraging the wide-angle capabilities of 24 Prime 17W cameras powered by recently released Motive:Body software. Specially engineered skateboards featuring LED markers embedded on the decks, trucks and wheels allow them to be tracked alongside the skateboarders’ movements and will be captured, delivered and rendered in real time in the first live demonstration of its kind. Also performing with the skateboarders will be an expert quad roller skater.
Pixar’s SIGGRAPH 2013 booth in Los Angeles features regular demonstrations by speakers from around the world. Highlights include:
The Blue Umbrella and RenderMan
Chris Burrows – Technical Director, Pixar Animation Studios
During this presentation, Burrows will give an overview of how they used some of the new features in Pixar’s RenderMan to complete Pixar’s short film, The Blue Umbrella. Topics will include Physically Plausible Shading, Deep Compositing and, other tips and tricks for optimizing renders.
Laika: VFX Shading
Mitch Prater – Laika VFX Shading System Architect
An overview of the design criteria, implementation, and capabilities of Laika’s custom physically-based shader authoring system used with RenderMan Studio, showcasing examples of production workflows and look development.
Monsters University: Global Illumination and Slim
Davide Pesare – Software Engineer, Pixar Animation Studios
Monsters University is Pixar’s first feature film to adopt an entirely physically-based workflow when it comes to lighting and shading. Pesare will present the reasons behind this ambitious project, and discuss the details of implementing ray-traced global illumination with Pixar’s RenderMan on Monsters University.
To see the full lineup + presentation times, visit www.renderman.pixar.com.
Qualcomm will be participating in the New Directions and Developments in Mobile GPU Design panel on Wednesday, July 24, from 9:00 to 10:30 a.m. in meeting room 303 AB. Leaders in mobile graphics from Qualcomm, Intel, NVIDIA, ARM and Imagination Technologies are coming together in a panel that will cover the newest and best ways advanced programmers can take advantage of GPU design implementation and optimize for mobile-specific platforms. The panelists will also explore where mobile graphics are headed and discuss their companies’ respective visions for the future of mobile graphics.
Qualcomm will also be exhibiting its latest graphic technologies throughout the week in the Qualcomm booth #823. Demos will include Adreno tools (SDK, Profiler, Debugger), Fortress: Fire, Marooned (Unity Exclusive demo) and “Swimmer” and “Car” (new ACG demos) featuring Open GL ES 3.0.
Cloud-based rendering services company Render Rocket will showcase two new innovations at this year’s SIGGRAPH exhibition: a new, open source cloud-rendering application called Render Rocket LaunchPad, and a new cloud resource management tool called Render Rocket Throttle.
LaunchPad allows artists to tap into the power of cloud rendering with one click-and-submit step. Accessed directly from within the menu of Autodesk Maya, 3ds Max, or Maxon Cinema 4D, LaunchPad will automatically check, package up and submit a render job (or series of jobs) to the Render Rocket cloud. This helps artists launch render jobs faster, and removes the risk of render failures by ensuring that all elements of the scene file, all references and networks paths, are correct. Artists can monitor their submitted renders from within the application in order to see which jobs are launched and rendering. LaunchPad will be available for Windows and Mac.
Render Rocket’s Throttle puts customers in the pilot's seat with the ability to control render resources working on their project and the ability to manage their project costs and render delivery. With Throttle, users can now scale up or down the number of servers working on their renders on-the-fly in order to meet their deadlines and budgets. For high performance “need it yesterday” jobs, users can “throttle up” to hundreds of servers; or for projects where cost management is critical, users can “throttle down” the number of servers for significant cost savings. In addition, users can prioritize their render jobs using drag-and-drop functionality in order to best use their resources.
Render Rocket will debut the two new innovations at this year’s Siggraph in the Intel Studio Lounge (Room 201B off the show floor). Both LaunchPad and Throttle are expected to launch in early Fall.